My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Good

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Firecracker Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Archers Firecracker Balloon Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mini P.E.K.K.A Balloon

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Balloon

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker Mini P.E.K.K.A Balloon Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Bats Archers Balloon
Giant Snowball
Skeletons Bats Archers Balloon
Zap
Skeletons Bats Archers Firecracker Balloon
Barbarian Barrel
Skeletons Archers Firecracker Electro Wizard
The Log
Skeletons Archers Firecracker Mini P.E.K.K.A
Earthquake
Skeletons Archers Firecracker
Arrows
Skeletons Bats Archers Firecracker
Royal Delivery
Skeletons Bats Archers Firecracker Mini P.E.K.K.A Balloon Electro Wizard
Fireball
Archers Firecracker Balloon Electro Wizard
Poison
Bats Archers Firecracker Balloon Electro Wizard
Lightning
Mini P.E.K.K.A Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Mini P.E.K.K.A

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bats The Log Archers Firecracker Mini P.E.K.K.A Electro Wizard Balloon

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Skeletons Bats The Log Archers

Attack Synergies 1 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Bats
Balloon Firecracker Mini P.E.K.K.A
Archers
Mini P.E.K.K.A Balloon
Firecracker
Bats Mini P.E.K.K.A Balloon
Mini P.E.K.K.A
Bats Archers Firecracker The Log Electro Wizard
Balloon
Bats Archers Firecracker The Log Electro Wizard
The Log
Mini P.E.K.K.A Balloon
Electro Wizard
Mini P.E.K.K.A Balloon

Defense Synergies 3 17

Skeletons
Bats Archers Firecracker Mini P.E.K.K.A The Log Electro Wizard
Bats
Skeletons Firecracker Mini P.E.K.K.A The Log Electro Wizard
Archers
Skeletons Firecracker Mini P.E.K.K.A The Log Electro Wizard
Firecracker
The Log Skeletons Bats Archers Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Skeletons Bats Archers Firecracker
Balloon
The Log
Firecracker Mini P.E.K.K.A Skeletons Bats Archers Electro Wizard
Electro Wizard
Mini P.E.K.K.A Skeletons Bats Archers Firecracker The Log

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Firecracker The Log Electro Wizard
Mini P.E.K.K.A Skeletons Bats Firecracker The Log Electro Wizard
Mini P.E.K.K.A Skeletons Bats Archers Electro Wizard
Mini P.E.K.K.A Skeletons Bats Firecracker Electro Wizard
Firecracker Mini P.E.K.K.A The Log
The Log Skeletons Bats Archers Firecracker Electro Wizard
Bats Electro Wizard Archers Firecracker
The Log Electro Wizard
Mini P.E.K.K.A Skeletons
Skeletons Archers Firecracker Mini P.E.K.K.A Electro Wizard
Bats Archers Electro Wizard Skeletons Firecracker The Log
Bats Archers Firecracker Electro Wizard
Mini P.E.K.K.A Skeletons Bats The Log Electro Wizard
Bats Firecracker Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A The Log Electro Wizard
Skeletons Bats Firecracker Mini P.E.K.K.A Electro Wizard
Bats Archers Firecracker The Log Electro Wizard
The Log Bats Archers Firecracker Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bats Archers Firecracker Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mini P.E.K.K.A Skeletons Archers Electro Wizard
Electro Wizard Archers Firecracker Mini P.E.K.K.A The Log
Skeletons Bats Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Bats The Log Electro Wizard
Skeletons Mini P.E.K.K.A
Firecracker Skeletons Bats Archers Electro Wizard
Mini P.E.K.K.A Skeletons Bats Archers Electro Wizard
Mini P.E.K.K.A
Electro Wizard Skeletons Bats Firecracker Mini P.E.K.K.A The Log
Skeletons
Bats Mini P.E.K.K.A
The Log Electro Wizard
Mini P.E.K.K.A Skeletons
Archers Firecracker
Electro Wizard Skeletons Bats Archers Firecracker Mini P.E.K.K.A The Log
Bats Archers Firecracker Mini P.E.K.K.A The Log Electro Wizard
Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log
Firecracker Bats
Archers Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats Mini P.E.K.K.A Electro Wizard
Firecracker The Log Electro Wizard
Archers Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats Mini P.E.K.K.A
Archers Firecracker Mini P.E.K.K.A The Log Electro Wizard
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Bats Archers Firecracker Electro Wizard
Electro Wizard Bats Firecracker
Mini P.E.K.K.A
The Log
Firecracker Electro Wizard
Firecracker The Log
Electro Wizard Bats Archers
Archers Firecracker Electro Wizard
The Log
Firecracker Mini P.E.K.K.A Electro Wizard
The Log Firecracker
Firecracker
Bats Firecracker The Log Electro Wizard
Firecracker Bats Electro Wizard
Firecracker The Log Electro Wizard
Firecracker

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